空心圆效果图如下:
如果感觉圆柱要更加厚一点或者其他的改变,自行调整Editor下代码的参数。
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class CreateHollowClinderCreateEditor
{
static Vector3 ptStart = new Vector3(-10.0f, 0f, 0f);
static Vector3 ptEnd = new Vector3(80.0f, 0f, 0f);
static float innerRadius = 10.0f, outterRadius = 11.0f;
static string meshPrefabPath = "Assets/Models/Mesh/";//圆锥Mesh保存路径
static string meshName = "HollowClinder.asset";//圆锥
[MenuItem("GameObject/3D Object/HollowClinder", false, priority = 8)]
public static void CreateHollowClinder()
{
SpawnHollowClinderInHierarchy();
}
public static GameObject SpawnHollowClinderInHierarchy()
{
Mesh chunkMesh = new Mesh();
if (!File.Exists(meshPrefabPath + meshName))
{
//计算垂直于轴的起始向量
Vector3 vec1 = ptEnd - ptStart;
Vector3 vec2 = Vector3.up;
float a = Vector3.Angle(vec1, vec2);
if (Mathf.Approximately(a, 0.0f))
{
vec2 = Vector3.right;
}
Vector3 vecStart = Vector3.Cross(vec1, vec2);
//计算开始面内圆点、外圆点,结束面内圆点、外圆点
List<Vector3> pointsStartInner = new List<Vector3>();
List<Vector3> pointsStartOutter = new List<Vector3>();
List<Vector3> pointsEndtInner = new List<Vector3>();
List<Vector3> pointsEndOutter = new List<Vector3>();
GameObject objStartInner = GameObject.CreatePrimitive(PrimitiveType.Sphere);
GameObject objStartOutter = GameObject.CreatePrimitive(PrimitiveType.Sphere);
GameObject objEndInner = GameObject.CreatePrimitive(PrimitiveType.Sphere);
GameObject objEndOutter = GameObject.CreatePrimitive(PrimitiveType.Sphere);
objStartInner.transform.position = ptStart + innerRadius * vecStart.normalized;
objStartOutter.transform.position = ptStart + outterRadius * vecStart.normalized;
objEndInner.transform.position = ptEnd + innerRadius * vecStart.normalized;
objEndOutter.transform.position = ptEnd + outterRadius * vecStart.normalized;
int devide = 30;//圆划分为多少等分
float angleStep = 360.0f / (float)devide;
float ang = 0.0f;
for (ang = 0.0f; ang < 360.0f; ang += angleStep)
{
objStartInner.transform.RotateAround(ptStart, vec1, angleStep);
objStartOutter.transform.RotateAround(ptStart, vec1, angleStep);
objEndInner.transform.RotateAround(ptEnd, vec1, angleStep);
objEndOutter.transform.RotateAround(ptEnd, vec1, angleStep);
pointsStartInner.Add(objStartInner.transform.position);
pointsStartOutter.Add(objStartOutter.transform.position);
pointsEndtInner.Add(objEndInner.transform.position);
pointsEndOutter.Add(objEndOutter.transform.position);
}
GameObject.DestroyImmediate(objStartInner);
GameObject.DestroyImmediate(objStartOutter);
GameObject.DestroyImmediate(objEndInner);
GameObject.DestroyImmediate(objEndOutter);
//构建曲面
List<Vector3> vertexs = new List<Vector3>();
vertexs.AddRange(pointsStartInner);//开始面内圆点
vertexs.AddRange(pointsEndtInner); //结束面内圆点
vertexs.AddRange(pointsStartOutter);//开始面外圆点
vertexs.AddRange(pointsEndOutter);结束面外圆点
List<int> triangles = new List<int>();
//构建内表面
int startIndex = 0 * devide;
int EndIndex = 0 * devide + devide;
for (int i = startIndex; i < EndIndex; i++)
{
//边界面处
int iNext = i + 1;
int dNext = i + devide + 1;
if (iNext >= startIndex + devide)
iNext = startIndex;
if (dNext >= startIndex + 2 * devide)
dNext = startIndex + devide;
triangles.Add(i);
triangles.Add(i + devide);
triangles.Add(iNext);
triangles.Add(iNext);
triangles.Add(i + devide);
triangles.Add(dNext);
}
//构建外表面
startIndex = 2 * devide;
EndIndex = 2 * devide + devide;
for (int i = startIndex; i < EndIndex; i++)
{
//边界面处
int iNext = i + 1;
int dNext = i + devide + 1;
if (iNext >= startIndex + devide)
iNext = startIndex;
if (dNext >= startIndex + 2 * devide)
dNext = startIndex + devide;
triangles.Add(i);
triangles.Add(iNext);
triangles.Add(i + devide);
triangles.Add(iNext);
triangles.Add(dNext);
triangles.Add(i + devide);
}
//构建上表面
startIndex = 0 * devide;
EndIndex = 0 * devide + devide;
for (int i = startIndex; i < EndIndex; i++)
{
//边界面处
int iNext = i + 1;
int dNext = i + 2 * devide + 1;
if (iNext >= startIndex + devide)
iNext = startIndex;
if (dNext >= startIndex + 3 * devide)
dNext = startIndex + 2 * devide;
triangles.Add(i);
triangles.Add(iNext);
triangles.Add(i + 2 * devide);
triangles.Add(iNext);
triangles.Add(dNext);
triangles.Add(i + 2 * devide);
}
//构建下表面
startIndex = 1 * devide;
EndIndex = 1 * devide + devide;
for (int i = startIndex; i < EndIndex; i++)
{
//边界面处
int iNext = i + 1;
int dNext = i + 2 * devide + 1;
if (iNext >= startIndex + devide)
iNext = startIndex;
if (dNext >= startIndex + 3 * devide)
dNext = startIndex + 2 * devide;
triangles.Add(i);
triangles.Add(i + 2 * devide);
triangles.Add(iNext);
triangles.Add(iNext);
triangles.Add(i + 2 * devide);
triangles.Add(dNext);
}
chunkMesh.vertices = vertexs.ToArray();
chunkMesh.triangles = triangles.ToArray();
chunkMesh.RecalculateNormals();
chunkMesh.RecalculateBounds();
if (!Directory.Exists(meshPrefabPath))
Directory.CreateDirectory(meshPrefabPath);
AssetDatabase.CreateAsset(chunkMesh, meshPrefabPath + meshName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
chunkMesh = AssetDatabase.LoadAssetAtPath<Mesh>(meshPrefabPath + meshName);
}
GameObject obj = new GameObject("HollowClinder");
MeshFilter mf = obj.AddComponent<MeshFilter>();
MeshRenderer mr = obj.AddComponent<MeshRenderer>();
mr.material = new Material(Shader.Find("Standard"));
mf.sharedMesh = chunkMesh;
return obj;
}
}
参考网站:https://blog.csdn.net/zouxin_88/article/details/88779099